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Survival in GammaFinder

One of the core concepts of any post-apocalypse RPG is survival. This is definitely true in GammaFinder, as the world is full of poison earth, acid rain, toxic water, deadly environmental effects, baked earth, rusted, twisted metal… it’s harsh. Just traveling beyond a settlement, even if nothing rises to the level of an encounter, is dangerous.

And, as it happens, Starfinder has a Survival skill.

But making Survival rolls daily, and making people think about where their character sleep, find water, hunt, how they avoid heatstroke, dodge poison ivy, and so on gets boring.

So GammaFinder has a Weekly Survival Check.

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Weekly Survival Check

Each group makes a Survival check each week. The DC is equal to 15 + 1.5 x the average CR of hazards and monsters in the area, +1 per person in the group. (When in double, if there is a titan nearby, the GM can assume the average CR is within the Titans range. Otherwise if the area is not known to be particularly hazardous, assume an average CR of 2. Yes, 2. GammaFinder World is rough).

If multiple people make Survival checks, the highest check result is treated as the primary result, and each character in the group after the first who succeeds adds one to that highest result. The following additional factors modify the roll, as can previous rolls (see results, below).

PA Wasteland

Weekly Survival Check Modifiers
Group begins week out of food and water: -5
Group has no wilderness gear: -2
Group has at least 1 piece of survival gear for each member: bonus equal to the highest item level of such gear every character has. (For example, if 4 people have a piece of 5th level survival gear, but one person only has a 1st-level piece of gear, the bonus is +1. If six people all have a piece of 3rd level gear, the bonus is +3).

Results
You not only need to know if the group succeeded or failed, but by how much.

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Success by 5 or More: Things went very well! You slept in protected spots, avoided unpleasant allergens and minor hazards, and found plentiful and quality food and water. You do not use up any of your carried food or water resources, and everyone in your group gains a +2 bonus to the next week’s Weekly Survival Check.

Success by 4 or less: You use up resources (such as food and water) normally, but manage to avoid being run down by the constant dangers of the GammaFinder World.

Fail by 5 or less: You didn’t manage ideal conditions, but it’s livable. You might be  sleeping in a cold, cramped space under a large rock, eating grubs, drinking water that’s slimy but not poisonous, or just dealing with gnat bites, rough terrain, sunburn, weariness, and so on.
Everyone in the party takes a -1 penalty to skill checks, including next week’s survival, until you succeed at a weekly survival check or you get a good night’s sleep and food in a settlement. This is cumulative if you fail by this amount in consecutive weeks.

Fail by 6- or more: Why did you ever leave your hovel?

Everyone in the party takes a -2 penalty to skill checks, including next week’s survival, until you succeed at a weekly survival check or you get a good night’s sleep and food in a settlement. This is cumulative if you fail by this amount in consecutive weeks.

Everyone temporarily has their maximum Stamina Points reduced by 1 per character level. This lasts until the group succeeds at a Weekly Survival Check by 5 or more, or get 2 good night’s sleep and food at a settlement.

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Want More GammaFinder?!
I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.

Thanks, everyone.

Titans of GammaFinder

GammaFinder is a Post-Apocalypse setting for the Starfinder RPG. The GammaFinder World has been rocked by the destruction of the cities of Alpha and Beta by the Omega Invasion, and the mysterious, lost city of Gamma seems to be the only force that can have stopped them.

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But there are more mysteries in the World of GammaFinder than just the location of Gamma, or the origin of the forces of Omega. There is what caused the Chasm of History, and what brought an end to the Unburned World.

And then, there are the Titans.

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Titans take many forms, and no two have ever been proven to be similar. Some are huge machines, others appear to be breathing statues, writhing tentacles, glowing beasts, or vast fiends of millions of interconnected vermin. What they have in common is that they are immune to any known effect, they don’t normally move (or take any action at all), they never seem to leave or change, they have been in place since the end of the Chasm of History, and no one knows where they come from.

PA Cube Titan

Titans are uncommon, but every major settlement know where there is one within a few weeks travel at the farthest, and in some regions titans are nearly within sight of one another.  Because they are among the few unchanging things in the GammaFinder World, they are even used as landmarks on maps, and sometimes as borders between warlords. Maps of Incolnneb always include the Lighthouse Giant at its eastern edge, and the Kithen of the Syckle claim all land within hearing of the RuneSquare Titan’s audible pulsing.

PA Spotlight Titan

The Titans are believed to be indestructible and immobile. None have ever taken any major action that can be verified by survivors, though when a mountain range explodes in lava or a new continent raises from the seas, the Titans are often credited. or blames. Even during the Omega Invasion, no Titan was damaged, despite powerful energies being directed against a few near the city of Beta, and none took any action. As a result, of course, some are worshiped as gods, or appeased as demons.

PA Demon Titan

But Titans do affect their environments, in ways only the most experienced adventurers or wise sages are aware of, and which none understand.

They attract some creatures, and repel others.

Each Titan has a range of CRs it encourages to stay near it, and any outside that are pushed away. For unthinking or instinctive creatures, it’s a subtle effect. Migration may rotate around a Titan, while predators might avoid crossing into one’s territory. For sapient entities, it’s a slight mental pressure, but also stress, nightmares, and feelings of intense dread when conflicting with the Titan’s influence.

PA Spider Mech Titan

Titans’ territories vary in size from as small as a few city blocks, to as large an area as a rough hundred-mile radius. There is no correlation between the size of a Titan and the area it influences. Creatures not within a titan’s CR range take a -1 penalty to all attacks, saving throws, DC calculations, AC, and skill checks after being in it’s territory for 24 hours. This worsens to -2 after a week, -3 after a month, -4 after a season, and -5 after a year. 1-4 days after leaving the Titan’s territory, these penalties are reduced by one each day.

PA Devil Titan

Similarly, creature’s within a Titan’s CR range that have been there for 24 hours must make a DC 10 Will save to leave it of their own volition. This DC increases by 2 after a week, and again after a month, season, and year. Creatures are not aware they are being encouraged to stay and find other reasons to not leave, though a DC 20 Sense Motive check can reveal their decision-making is being influenced. Once a creature leaves a Titan’s area, it feels no special compunction to return.

PA Tentacle Titan

Most Titans have a CR range of 4 or 5 (such as, from CR 2 through CR 6, or from CR 5 through CR 11), though some are bigger and some smaller, while a few have CR ranges that vary over time. The Writhing Field in Coldpray used to have a range of just CR 5-8. But it has increased by 1 CR a year for the past 5 years, allowing higher-and-higher-level creatures to move in. Of course most locals jut feel Coldpray has been getting more dangerous over the years, but a few Wasteland Scholars fear it’s Titan is dying, and wonder what that could mean.

Titans also serve as the things that inspire solarians to contemplate the core forces of the universe, or as connection sources for mystics… though no one can say for certain if such power actually flows from the Titans, or if some people convince themselves their own powers somehow came from these unmoving colossi.

Want More GammaFinder?!
I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.

Thanks, everyone.

GammaFinder Index

GammaFinder is a post-apocalypse setting for the Starfinder Roleplaying Game. I have multiple articles that begin to describe and define GammaFinder, and this is the index to all of them.

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CORE RULES AND SETTING
The basics.

GammaFinder Rules. Simple rules for post-apocalypse gaming using Starfinder, along with just the hint of a setting *mostly to justify calling it ‘GammaFinder.’)

The Unburned World. A larger article that includes a quick description of the pre-apocalypse Unburned World, and the Chasm of History that separates it from the modern era.

Titans. Halfway between landmarks and gods, no one is sure where these motionless giants come from, or what their purpose is. But they have a real, if subtle, effect on the world around them.

PLAYER OPTIONS
Beyond the core rules, here are the things players can use.

Mega-Heroic Moments
You just get one, but when you use it, it’ll be memorable.

Themes
Alphite. You were raised in the domed city of Apha, before it was destroyed.
Brain-In-A-Jar and Murderous Toy. These stretch what themes are supposed to do to their limits, to give weirder character options.

GM TOOLS
Beyond the core rules, these are things the GM can use to help built the setting and its feel.

Halidoms.
Weird relics of the Unburned World, from before the Chasm of History. Presented conceptually in Part One, and rules for PCs trying to figure them out in Part Two.

Survival.
Survival is a key theme of post-apocalypse rpgs. Starfinder has a “Survival” skill. Making skill checks to survive every day is boring, and no one wants their game to end because everyone starved to death. And tents, even high-tech tents, tend not to actually make a difference to PC’s health and happiness.
These rules fix all those issues and brings them together.

MUTANTIARY
These entries are like a bestiary, but for weird mutant threats!

Hammerderm It’s a dangerous sonic shark-rhino mutant.

BOOMER EXTRAS
The spectacularly creative Clinton Boomer has done some additional material for GammaFinder, and we’re thrilled to link it here for folks who want Moar Weird!

Dhampir of the Gamma Wastes. Yep, post-apocalypse vampires.

Fist of the Gamma Star. Ready for Post-Apocalypse Martial Arts?

Footprints in the Burning Wasteland. Each blasphemous caress of your sorcery is, of course, a unique & terrible thing.

Omegamancy. Even after the world ends, some things are forbidden.

Reek of Corrupted Wasteland. You can smell what the Omegamancers are cooking!

WANT MORE GAMMAFINDER?!
I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.

Thanks, everyone.

 

 

Themes for GammaFinder, Part 2 (Brain in a Jar, Murderous Toy)

So we introduced some quick and easy rules for GammaFinder, a post-apocalypse campaign hack for Starfinder, introduced the concept of the Unburned World and its relics (Halidom), and then gave some Halidom game rules.

PA Mist Below

Since these have proven very popular so far, I thought I’d try some more GammaFinder stuff, and see how it goes over. Since my simple rules cover things like mutation, and ancient weird tech and magic is covered by Halidoms, it seemed to me the main thing we still needed were some GammaFinder-specific themes.

So I did the Alphite theme. I really like it. It’s a classic vault dweller/domed citizen/erudite lost-lore kind of theme. It’s important to have some useful, interesting options that are easy to pick and create typical characters. Lots of players want that.

But… it’s not weird. Some of the fun of GammaFinder-style settings is that it lets you play WEIRD characters and they don’t stick out like a sore thumb. If the world has cyberdinosaurs, cryptowizards, and psychic evil plants as part of the standard setting, you can do something a bit weirder than a human alphite and just be part of the quilt of crazy.

So, let’s do some crazy themes.

Brain in a Jar (+1 Wis)
You had one really, really bad day. You suffered a serious injury. Kind of the ultimate injury. You lost your body. Everything but your brain, which is now kept alive by a life support system using tech from the Unburned World, which no one really understands or can replicate. Maybe you remember that really bad day, and are driven to seek revenge on those who did this to you. Maybe your yearning to feel the wind on your face again defines your every choice. Or  maybe you just came to, a brain in a jar, and this seems entirely normal to you.
You are unlikely to appreciate “jarhead” jokes.
In addition, you gain an ability adjustment of +1 to Wisdom at character creation.

PA Brain in a Jar

Theme Knowledge (1st)
Although you are a living thing, determining your species is tricky. Because you are just a brain in a jar. Recall knowledge checks to determine anything about your biology other than “you are a brain in a jar” take a -10 penalty.
Note that your jay has mechanical limbs, sensory inputs, mobilizers, speakers, and so on. With the exception of a sense of touch or the ability to determine the ambient temperature, you can do all the things a person with a body can do. Since these systems all interact with your brain and need the basic of biology to keep your brain alive, you are also still subject to things like starvation, suffocation, injected poisons and so on. These systems may extend out from your brain, or even form telescoping armor around you as you move, but when you are stationary or asleep, it all folds back to reveal your brain. In a jar.
Medicine checks made regarding you also take a -10 penalty. However, anything that can normally be done with Medicine can also be done for you using Engineering (at no penalty), and you can benefit from any spell or effect (including healing) that can benefit a construct.

Upgrade (6th, 12th)
Your jar develops an upgrade. You gain one of the following feats as a bonus feat: Accelerated Recovery, Ambush Awareness, Arm Extensions, Blind-Fight, Climbing Master, Diehard, Dire Straights, Disease Rejection, Echolocation Attack, Environmental Adaptation, Fleet, Ground Fighting, Hauler, Improved Initiative, Improved Unarmed Strike, Jet dash, Kip Up, Living Ladder, Lunge, Masked Visage, Memory Access, Nanite Integration, Poison Rejection, Positive Conduit, Protective Fur, Solid Stance, Startled Scream, an Swimming Master.
You do not need to meet this feat’s prerequisites. You gain an additional upgrade at 12th level.

PA Brain in a Can

System Check (18th)
You can run an internal diagnostic of your jar, and it’s various functions, to ready yourself for more problems. Up to twice a day you can take one minutes to have anyone (even yourself) make a DC 32 Engineering check to fine-tune your mechanical body extensions. On a successful check, you regain 1 Resolve Point.

Murderous Toy (+1 Dex)
You are a relic of the Unburned World, or at least of a process lost after the Charm of History, You are a heavily modified entity that was turned into a living toy, a literal plaything for the rich and immoral of the world that existed in ancient times. Your species is not changed–if human you are as human as anyone else–but every aspect of your body and appearance was modified, seamlessly, to make you appear to be something fun and innocent. But your mind? Your mind is your own.
You might have been found in your original mint packaging, and only activated once the vault of collectibles you were in was raided. Or you might have had a normal life once, or as normal as life gets in the GammaFinder World, and been transformed by a mad cybersorcerer, DigiDaemons of the Omega Invasion, or a Living Factory-God.

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Theme Knowledge (1st)
You are a small, doll-like creature.
You may look like a brand-new Theddi Ruffspin babysit bear (TM), or a worn, barely-together Bharbe Dholl (c), but you are definitely a toy at first glance. Recall knowledge checks to identify anything about you are at a -10 penalty.
The DC of Culture checks regarding toys and toy brands from the Unburnd World are reduced by 5.
You are literally Small. Nothing else about your race changes. If you are a kasatha, you are still a kasatha… but maybe with big bear ears and fuzzy hide and a cute button nose. You also gain the constructed trait, as and android. If you already have it, you instead gain one of the following alternate android traits of your choice you do not already have (without losing a trait): easily augmented, infosphere integration, multilingual, or nanite upgrade.
In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

PA Creepy Doll

Accessories (6th, 12th)
You gain additional android traits you do not already have, without losing any you do. You can select from those listed with theme knowledge, or gain  exceptional vision, flat affect, or upgrade slot.

Playtime (18th)
You may not like children… but you get a great deal out of playing with them. Up to twice a day you can take 1 minute to play with (innocently and safely) a child, or 10 minutes to meditate on a time when you did so. This cannot overlap with time spent regaining Stamina Points. You regain 1 Resolve Point.

Want More GammaFinder?!
I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.

Thanks, everyone.

Themes for GammaFinder, Part 1 (Alphite)

So we introduced some quick and easy rules for GammaFinder, a post-apocalypse campaign hack for Starfinder, introduced the concept of the Unburned World and its relics (Halidom), and then gave some Halidom game rules.

Since these have proven very popular so far, I thought I’d try some more GammaFinder stuff, and see how it goes over. Since my simple rules cover things like mutation, and ancient weird tech and magic is covered by Halidoms, it seemed to me the main thing we still needed were some GammaFinder-specific themes.

PA Bike

Alphite (+1 Int)
You were born and raised in Alpha, the domed (and doomed) city that was the last bastion of order, technology, and science in the GammaFinder world–until it was destroyed by the Omega Invasion. But while you home was smashed, the broad education and basic understanding of how science and even quantum manipulation (called “magic” by the uneducated) function is still with you. It’s not that you are necessarily a scientist as a focus. It’s that you were raised to understand the power of intellect in all things, and given a firm set of conceptual tools you can apply to most problems.

Theme Knowledge (1st)
You received the benefit of an actual classic education. It wasn’t as broad and complete as it would have been in the Unburned World–too much was lost during the Chasm of History–but it was more complete and involved than is available anywhere else in the world that remains. That gives you a grasp of the scientific method, the psychic basics, and core problem solving. You reduce the DC of any skill check to recall knowledge by 3, and when you take 10 on a skill check, you gain a +1 bonus. Select Mysticism or Physical Science. The selected skill is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with your chosen skill.
In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

Careful Consideration (6th)
The more time you have to consider how to solve a problem, the better you are at doing so. You gain a +2 bonus to skill checks when you take 20. Additionally, you gain a +2 bonus to your second and subsequent skill checks when trying to understand a Halidom.

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Intellectual Dispassion (12th)
Your understanding that everything makes sense if you know enough about it allows you to overcome emotional responses by leaning on your trust of a rational world. When you fail a saving throw against an emotion effect, fear effect, or effect that causes you to be confused, you make expend a Resolve Point as a reaction to immediately reroll the saving throw with a +5 bonus. You take the better of the two save results.

Contemplation (18th)
Sitting back and calmly thinking about your circumstance, your assets, various tactics and methods you can try to overcome your difficulties, and what you know that may assist you in future endeavors calms and centers you, leaving you feeling renewed. Up to twice per day, after you spend at least 10 minutes in deep contemplation (this doesn’t count as resting to regain Stamina Points, and during this time you take a -10 penalty to all Perception checks), you regain 1 Resolve Point.

PA Girl and Dog

A Request
I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.

Thanks, everyone.

Halidoms: Relics of the Unburned World for GammaFinder (Part 2)

Okay, we’re still discussing Halidoms, for GammaFinder! We introduced the concept in yesterday’s article, and now we start looking at game rules.

PA The Gray

Halidom Game Rules

Halidoms are a form of item that come without instructions. The GM can replace 25% of all treasure given out with Halidoms, though they are most common as Moderate and Major items.

The good news for layers is that if you find a Halidom, getting it to work gets you a scaling item. A halidom upgrades itself as you gain levels (normally once every 5 levels, based on when a version of roughly the same item is available with a higher item level). The base news is, you may blow yourself up trying to figure out how to use it.

Halidom Key Skills

Every Halidom has a key skill that is the primary way it was designed to be interfaced with. In 70% of cases this is Computers, Engineering, Life Science, Mysticism, or Physical Science. In 20% of cases, it’s Culture, Diplomacy, Medicine, or Sleight of Hand. And in 10% of cases, it can be literally any other skill. That said, take it easy on Halidoms with Profession as their key skill–there are a lot of different Profession options, and no group can possibly cover them all. On the other hand, a quantum knife that keys of Profession (cook) is both reasonable and, if we are being honest with ourselves, funny. (I like the idea of “Soup’s On!” as a battle cry…)

A GM may pick the skill to match either the form of function of the Halidom, if desired. For example, a laser pistol that takes the form of a small remote control steering wheel (which is used to guide a targeting dot like a flying remote, with a gear shift to fire the weapon) might have Engineering (for the laser weapon aspect), Physical Science (for the general laws dictating how such a device works ), or Piloting (for the actual interaction with the device’s steering mechanism).

On the other hand, it might interact with Culture (to recognize the Unburned World toy name brand and marketing), Acrobatics (because you have to twist and turn the device to make its various functions work), or Bluff (because it constantly asks if you have parental approval to use it without the safety systems engaged).

A GM can also just roll on the table below to determine a Halidom’s Key Skill.

Roll 1d100 
01-14 Computers
15-28 Engineering
29-42 Life Science
43-56 Mysticism
57-70 Physical Science
71-75 Culture
76-80 Diplomacy
81-85 Medicine
85-90 Sleight of Hand
91 Acrobatics
92 Athletics
93 Bluff
94 Disguise
95 Intimidate
96 Perception
97 Piloting
98 Profession (Pick one at random)
99 Sense Motive
100 Survival

PA Electroflies

Discovery Checks

A Halidom does not come with instructions, and it doesn’t work in a way that is obvious to adventurers of the GammaFinder World. Even if it looks like a gun, acts like a gun, and has a trigger, a Halidom gun may require you to think a mantra in praise to the Saint of Bullets before you pull the trigger, or might have a palmlock that requires you to fake only having 3 fingers, or might only work when held sideways.

And, of course, it might exactly like the serum of healing that requires you to place the gunlike object against your own thigh and pull the trigger.

There were reasons for all these odd things to exist, and they made sense to the society of the Unburned World. But those reasons were based on philosophies and conditions that are in many cases inconceivable to heroes of the world as it exists now, and the factors that caused such unusual designs are long-lost to the Chasm of History.

When a character first encounters a Halidom, they can make skill checks to try to determine its Key Skill. The base DC for any such check is 15 + 1.5x the Halidom’s item level. Any skill that is NOT a Halidom’s key skill has a -5 penalty to all checks regarding the Halidom.

Until a Key Skill is identified, all characters can do it pick a skill, and use it to interact with the Halidom. This can be done once an hour, unless a side effect deactivates the Halidom for a time. You cannot intentionally activate a Halidom until you make enough Identification results to gain that knowledge.

Halidom Interaction Skill Checks
Beat DC by 10. Make a Identification roll.
Beat DC by 5. Identify that if skill being is Key Skill. DC lowered by 1.
Meet DC. Identify if skill being used is Key Skill.
Fail DC by 4 or less. Minor side-effect.
Fail DC by 5 to 9. Minor side-effect. All DCs increase by 1 until Key Skill is identified.
Fail DC by 10 or More: Major side-effect.

PA Robot

Identification Rolls
Roll 1d4. If you get a result you already know, you get the first result of a higher value you haven’t gotten yet.
1. Learn Item Level
2. Learn Item Function (Small Arm, Upgrade, Computer, and so on)
3. Learn Key Skill’s ability score
4. Learn Key Skill. +1 to all future rolls (cumulative with getting this result multiple times)
5. Learn a hapahazard activation. (Can activate Halidom, but suffer a minor effect when doing so unless you succeed at a Fortitude or Reflex save, DC 10 + Halidom’s item level). +1 to all future rolls (cumulative with getting this result multiple times)
6. Halidom mastered, can be used normally.

Minor Side Effects
Roll 1d6.
1. Item changes Key Skill. Any activation is haphazard (as 5, above) until Key Skill is identified.
2. Take damage of a random physical type, 1 point per item level.
3. Take damage of a random energy type, 2 points per item level.
4. Weird discharge. You are sickened for 1 hour per item level.
5. Weird discharge. You are confused for 1 round per 2 item levels.
6. Discharge. You are targeted by the item for its normal function (if it cannot affect targets, nothing happens).

PA Explosion

Major Side Effects
Major side effects function as a wonder grenade, but the area is a radius with a number of feet equal to the Halidom’s item level, rounded down to the nearest 5 feet. If that is less than 5, it only effect’s the triggering character.

A Request
I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.

Thanks, everyone.

Halidoms: Relics of the Unburned World for GammaFinder (Part 1)

I introduced GammaFinder, a post-apocalypse campaign hack for Starfinder, yesterday. The response was… positive. 🙂

So, now I am exploring what kinds of rules we can add to that simple framework to help bring the PA flavor to a GammaFinder campaign. We begin with halidoms… which are going to need to be split into two articles. Here’s Part One.

PA Vault

The Unburned World

No one is sure what happened to create the GammaFinder World. Some say it was a war, fought with quantum reassignment projectors, x-ray-pumped lasers, and boson bombs. Others think there was a Great Disalignment, when magic flooded into the world, dragons awoke, demons rose, and common citizens turned into trolls, orcs, kasatha, and wizards. Other theories include a genetic virus, the Gray Death, luddite cults, social anarchy, and even a rogue comet. The records of the time of the Burning are muddled, contradictory, and confused, as if a half-dozen worlds got shoved together into a single shared disaster.

The Chasm of History

History, in short, has a Chasm. On this side, the GammaFinder World.  Before it, the Unburned World. And in the middle… anarchy, pain, horror, and disagreement. What is certain is that before the rise and fall of the great cities of Alpha and Beta, there was a very different place, able to do things no one can conceive of now.

Halidoms

There are… things… left over from the Unburned World. Or at least, from the time of the Chasm, if not the world before. Objects. Strange devices that use super-science, eldritch powers, or some combination of the two to create effects no one in the GammaFinder World can duplicate. They are often the thing that allows a town to survive in a harsh terrain, grant a petty warlord his power of metal men, or make cursed places seen as vaults of wonder and horror.

These are sometimes called relics, fragments, antiquaries, or crytobjects. But for whatever reason, the most common term for these Unburned Icons is “halidoms.”

Appearance

PA Toy

A halidom can look like… anything. Some are straightforward–a sword hilt which can project a sunblade. A vial of liquid you drink. A talking teddy bear which informs you of the ill intent of nearby creatures. Others are obtuse. A cube made of 27 smaller cubes which slide and shift into different configurations. A gnarled knot of roots and vines that are never observed to move, but constantly seem to be in different shapes. A tiny metal sphere with incorporeal lights orbiting it.

The problem is, form does not seem to follow function. A sword hilt may project a sunblade… or it maybe designed to be shoved into a rock that forms a mouth that gives medical advice. A vial of glowing liquid may be meant to be drunk, or it may hold the soul of a cryptowizard that casts one random technomancer spell a day. A spoon may full a bowl with soup, or it may project a sunblade.

A GM wanting a jumping-off point for the appearance of a halidom can roll 1d10 and consult the table below. It’s important to note that players don’t get to know what you rolled–if a haildom looks like a gun, that could be because its a kind of gun and you rolled a 1, or it could be a computer, and you rolled a 5.

  1. Typical appearance for its function (a gun looks like a gun)
  2. Representational appearance for its function (a gun looks like stone with a gun-shaped rune on it)
  3. Appears to be a puzzle with no link to its function
  4. Appears to be a toy
  5. Appears to be a typical appearance for an unrelated function (a gun that looks like a vial of serum)
  6. Appears to be a shifting mass of some specific material (a gun that looks like a ball of wires with tiny lights traveling along them)
  7. Representational appearance unrelated to its function (a gun that looks like a holy symbol)
  8. Appearance of a household object unrelated to its appearance (a gun that looks like spoon).
  9. Appearance of an item of apparel with some hint of its function (a gun that looks like a glove with a barrel on the wrist)
  10. Appearance of an item of apparel with no hint of its function (a gun that looks like a belt)

PA Engine

Most denizens of the GammaFinder World don’t risk trying to determine the function of a halidom once they realize what it is. But PCs are made of sterner (or dumber) stuff. So they tend to… experiment.

We’ll get into the rules for interacting with a halidom tomorrow.

A Request

I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.

Thanks, everyone.

 

What The Heck is “ShadowFinders?”

So, I happened to mention a “ShadowFinders” campaign on social media a few times in the past few weeks, leading a number of people to ask “What the heck is ShadowFinders, and when does it come out?”

Cyberpunk katana

And now I’ll have a place to point them to, at least for the moment. And the answers are… “A theoretical modern Pathfinder campaign I have been noodling and, as far as I know, never.”

I know, not very satisfying.

The thing it, I already have TWO campaign settings mulling about that I work on when I get what I laughingly refer to as “Space Time.” I’ve been working on-and-off on the Really Wild West (a campaign hack for Starfinder), and more recently Sorcerers & Speakeasies (a campaign setting for 5e). Those are both mix-modern-and-fantasy settings, with Really Wild West having a great deal more material done for it (having begun working on it more than 2 years ago), and Sorcerers & Speakeasies currently having an actual for-sale product currently being designed by a freelancer.

So, clearly, I already have my hands full with modern fantasy pastiche ideas for two game systems that I don;t have time to move forward at full speed as it is. So why would I add another?

To some extend, I can’t help it.

I didn’t become an RPG game designer because that was my life goal. I slid into it sideways, by loving games (especially RPGs), and making up stuff for my own home games (mostly RPGs), and wanting to turn my hobby into a revenue-neutral pastime that paid for itself. (You can read more detailed accounts of my nearly-accidental entry into my 20+ year RPG design career at “From the Freelancing Frontline,” in a series of articles at EN World.)

And, it’s still one of my primary hobbies. Which means, I am still having ideas about things I’d like to run as games, or add to games, or even play in games. Now, a lot of that content ends up in products I write or develop–I find it easiest to work on a game system if I am playing that system. (I know some rpg designers prefer not to be frequently playing the game they are working on, and given how great many of those designers are I have to say that works for them. I don’t think it would work well for me.)

But a lot of it DOESN’T end up in my professional writing. Now, some of that is for legal reasons (yes I have thoughts on Jedi in Starfinder, but unless I create a totally different Owen-as-fan-only space, I’m never going to share them). Some of it is because it’s material I’d only want to use in a context where I knew the people involved and could tailor it to match their preferences and playstyles. But some of it is just because there hasn’t been a good match yet, and/or because I haven’t had the time.

And that last category is the weird limbo where ShadowFinders exists.

Cyberpunk Gun

I have several solid ideas for ShadowFinders, as a modern supplement for Pathfinder 2nd Edition. Essentially a smaller stand-alone hardback book that is a complete RPG and 100% compatible with the Core Rulebook, but focuses on a modern, urban fantasy game. I have ideas on how I’d save space (many fewer ancestries and classes, likely only occult and primal magic), how to link it to existing cosmology (some primal magic comes from Egypt, which once had strange portals to another Egypt-like land in another world, but most magic is occult material that entered the world in through strange events involving Rasputin), and how it would work with the existing rules (as a modern supplement, with material you could use in a 100% fantasy setting, or could add to a fantasy setting that happened to already have alien spaceships and guns in it in limited locations).

But that approach works best if it’s a book Paizo publishes… and that is both unlikely (I have some idea how hard it is for Paizo to manage to both maintain its currently offers AND produce a new core rulebook with a new setting), and if it did happen would  most likely not involve me in any major capacity. I have thoughts on that too, of course (involving Paizo deciding to outsource creation of a SahdowFinders rpg to keep costs and down and experiment with freelance production and development), but that’s not particularly likely either. (Never say never, but be realistic with your planning.)

So, that leaves me with a name and idea I like but that would work best in production circumstances that aren’t going to happen soon if ever, no spare time, two more similar projects already further along… and tons of ideas for a thing I can’t take time to move forward on right now.

So is ShadowFinders dead? No, definitely not. But it is in a holding pattern, neither being given up on nor getting any resources to speak of at the moment. One of the few things I know is that I never know what I’ll be working on in 3 years, and often have no idea what I’ll be working on in 1 year.

It PROBABLY won’t be any version of ShadowFinders…

Cyberpunk Butterfly

Unless, of course, it gets a huge positive response from a Patreon crowd that grows large enough to support even more of my time going to working on such things. 🙂

Homebrew Relic: The Eye of Chanokh

I ran into this note recently from 2013. It’s a relic I wrote for a Pathfinder First Edition game (using the Relics of the Godlings rules), for my wife’s “Daybreak” campaign.

I thought people might enjoy seeing stuff my friends and I homebrewed with.

Eye of Chanokh – The Sixth Lock

The Eye of Chanokh is a gleaming ring of layered gold wire that is bent and twisted into sigils of summoning and control, forming an almost lacelike pattern. Set in the wire is a bright emerald which shines with an internal light each time the wearer casts a conjuration (summoning) spell.

Legend claims that the gem is truly a fraction of a star that forms part of the 8-star elven constellation of Chanokh the Warcalled, a mote of the star forged into the form of an arcane gem when this relic was created. Elvish myth presents Chanokh as a warrior-wizard who summoned arcane armies he commanded as their general, and who eventually learned to summon creatures from the stars themselves. He was a great defender of elven lands, and a proponent of the effectiveness of knowledge and cunning over brute strength. When he died, the star-warriors he had called took him with them into the night sky, creating the constellation that bears his name.

Supposedly the Eye of Chanokh is one of eight great rings of conjuration, which were created to lock away a vast and evil summoning gate (which was created by demons to allow them to invade the world of men). Each of the eight rings is a lock that drains power from this evil gate, allowing the wearers of the rings to augment their conjuration spells with the leached power. As long as the rings are used, the gate is constantly weakened and can never become a threat.

Abilities By Character Level

Level 1: Once per day when you conjure creatures with a summoning spell, they gain a +1 enhancement bonus to their existing natural armor bonus to AC.

Level 2: Each creature you conjure with summoning spells gains a +1 enhancement bonus to its existing natural armor bonus to AC.

Level 3: Each creature you conjure with any summon spell gains +1 resistance bonus to saving throws.

Level 4: Once per day you may cast a conjuration (summoning) spell with a casting time of 1 round as a standard action. The summoned creature arrives immediately, and may take an action immediately.

Level 5: Once per day when you cast a conjuration (summoning) spell that summons a random number of creatures, you may roll twice to see how many creatures are summoned and take the better of the two results.
Additionally, you are able to speak to and understand all the creatures you summon with conjuration (summoning) spells.

Level 6: Each creature you conjure with any summoning spells gains a +2 enhancement bonus to its existing natural armor bonus to AC.

Level 7: Each creature you conjure with any summon spell gains +2 resistance bonus to saving throws.

Level 8: You may now cast a conjuration (summoning) spell with a casting time of 1 round as a standard action twice per day.

Level 9: You may now roll twice to see how many creatures are summoned by a conjuration (summoning) spell twice per day.

Level 10: When you conjure creatures with a summoning spell, they gain elemental resistance 10 for one element of your choice.

Level 11: Each creature you conjure with summoning spells gains a +3 enhancement bonus to its existing natural armor bonus to AC.

Level 12: Each creature you conjure with any summon spell gains +3 resistance bonus to saving throws.

Level 13: You may now cast a conjuration (summoning) spell with a casting time of 1 round as a standard action an unlimited number of times per day.

Level 14: The elemental resistance against an element of your choice gained by creatures you summon with a conjuration spell increases to 20.

Level 15: You may now roll twice to see how many creatures are summoned by a conjuration (summoning) spell three times per day.

Level 16: Each creature you conjure with summoning spells gains a +3 enhancement bonus to its existing natural armor bonus to AC.

Level 17: Each creature you conjure with any summon spell gains +3 resistance bonus to saving throws.

Level 18: The elemental resistance against an element of your choice gained by creatures you summon with a conjuration spell increases to 30.

Level 19: Three times per day you may cast a conjuration (summoning) spell of 1st-3rd level as a swift action.

Level 20: Three times per day when you cast a conjuration (summoning) spell that summons a random number of creatures, you may choose to receive the maximum number. You may make this decision after seeing how many creature the spell would have randomly produced.

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‘SCRAPERS

‘Scrapers is a campaign concept, for whatever system or use interests you.

You live in Jenney Tower West. You were born here, you presume you’ll die here. The top of the tower is somewhere unseen above you, stretching like a ribbon into the sky. The bottom is equally invisible, down under the Vapor. You’ve never gone down to the Vapor levels. Jenney Tower East is visible. The middle of it anyway. A few hundred feet across the Empty. Sometimes there are crosswalks.

Which are always war zones. Easters are more than a little crazy.

You are a Scraper, one of the migrating scavengers who strips each floor of anything of value or use, and trades it to survive. As each level is, on average, roughly 4,500 square meters of floorspace, and there are 20-30 levels being Scraped at any time, you often trade to other Scraper gangs, or solo Scrapers. But more often, you depend on the Ele-Markets, hand-cranked mobile trade stalls that ratchet between the Scraper levels, the Middles in the 10-20 floors above you.

On the Middles levels, things still work… some. Warehouses haven’t been depleted of everything yet. Automated systems and assistants can still sometimes turn on and off lights, close windows, and so on. Power still comes from the walls… sometimes. The intercom is almost entirely functional, the vid-screens can run 24/7. Plumbing is mostly functional. It’s easier for Middle on the higher floors, of course. As they use up the things they prefer, those upper Middles migrate to the floors above them. The ones the Uppers left behind when they migrated upward seeking caviar and fully functional android assistants.

As the higher Middles move into new territories, the floors below them migrate up as well… as long as they can afford to. A level every month, more or less. Moving takes credit with the Ele-markets, and spare time, and manpower. Your ancestors might have been Middles, once. But they waited too long to shift up a few floors, so you’re all Scrapers now. You also move up roughly a level a month. If you run out of scavenge early, maybe you push those above you, or supplant them, a little early. You certainly don’t want to wait around too long.

You’re told there are Penters, up above even the Uppers. Just one floor of them, or maybe two. But you’re not sure you believe that. If there was just one floor worth of Penters, why wouldn’t the Uppers just rush those floors and move above them?

Below you are poorer and poorer Scrapers, groups unable to enforce claims to better scavenging grounds. You don’t have much, but at least you can still find food now and then, or trade with one of the scaffold farms hanging on the outside of the Tower, suspended from ropes that go…. up. Though honestly, what you have isn’t all that awesome. Security systems still work sometimes. Middles come down with better weapons and gear to take things they realize they left behind. THINGS come out of the vents, and ducts.

The THINGS live in the Vapor levels, but they’re climbing too. The Deep Vapor has worse creatures, but they can’t survive out of the Vapor, even for a moment. And between the lowest Scraper floor, and the highest Vapor floor?

Crazies, cults, broken machine angry at being abandoned, and the Uninsured. The Uninsured have a taint of the Vapor, be that boils, or sharp teeth and a taste for flesh, or weird mind powers. Even the lowliest Scraper can’t trust Uninsured.

You may have some Vapor taint too, but you want that to stay a secret.

Scrapers life is hard. Detritus comes down chutes, which you capture when you can. Bodies, sometimes. You can make mulch, and sell it up. Or pull up cables, carve off building materials, turn it into raw material for Middles to patch what they have. Or to sell as new things to Uppers. Uppers don’t know how to make anything. Or for Ele-markets to turn into cranks, and winches. You can gather water, from rain and from broken sewers above you. Grow a few things. And repurpose to make clothes. And tools. And barricades. And weapons.

Weapons kill a lot of Scrapers. So do traps, rogue machines, Middle mercenaries dipping down, Uninsured raiders popping up, and even other Scrapers often threaten you. Scrapers die faster than they breed, but that’s okay. Poor Middles who lost their spot become Scrapers fast enough to make up the difference. Every month, at least a dozen Middles discover their last neighbors moved on. Moved away.

Moved up.

The Vapor is moving up, too.

Faster than you are, in recent months.

PATREON
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